![](https://i0.wp.com/www.virtuality.blog/wp-content/uploads/2020/08/avatar_skeletonPoseMode.jpg?fit=1536%2C864&ssl=1)
So. Now that I rather painfully figured out how collision bones export from Blender so that they almost work inworld, it’s time to tackle the mBones.
What I want is a replica of the Default Bento Male in Blender 2.8x, so I can use it to rig the next release of Roth, and get it exported from Blender 2.8x and into an opensimulator grid without tears. Then I’ll use what I learn to do the Default Bento Female for the next Ruth release.
![](https://i2.wp.com/adaradius.com/wp-content/uploads/2020/03/avatar_skeletonPoseMode.jpg?resize=1536%2C864&ssl=1)
What we have to work with are three Second Life sources: avatar_skeleton.xml, male_2016_08_05.dae, , and Skeleton.Male.blend. Copyright ©2003-2020 Linden Research, Inc.. Licensed under Creative Commons Attribution-Share Alike 3.0 .
It took a while for me to figure out how to find the information I needed. Along the way I floundered like a beached jellyfish and ran around the mulberry bush like a hound chasing imaginary rabbits. I think this information should have been made more public years ago.
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